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Game Design by Steve Jackson Cover by David R. Deitrick Illustrations and Counter Graphics by Research by Elton Fewell Jr., Joseph M. Hurst, Forrest Johnson, and Steve Jackson Playtesters: Forrest Johnson, Joseph M. Hurst, Nick Schuessler, Elisabeth Barrington, , Jerry Self, Dave Bolduc, Jeff Jacobsen, Elton Fewell, Jr.

“Raid on Iran” Rules Scan Courtesy of The Boardgaming Life (www.theboardgaminglife.com)

Table of Contents

Game Rules Page 1

Charts & Tables Page 13

Player Aid Sheet Page 15

About This Game Page 16

Historical Notes Page 17

Alternate Scenario (“What’s Sauce for the Goose...”) Page xx

Raid on Iran Steve Jackson

Raid on Iran Commandos are shown by a picture of an infantryman and a number. The number represents the amount of men in the unit. It is also the attack and defense strength of the unit. These © 1980 Steve Jackson Games counters are interchangeable; one 10 is the same as two 5's or ten 1's. Units may break up and recombine at any time. INTRODUCTION Hostage counters carry a picture of a bound prisoner. The small Raid on Iran is a military simulation, or "wargame". It is an number on each hostage counter is for identification. Each attempt to represent what might have happened if the U.S. raid on hostage counter may represent any number of hostages. A record April 25, 1980, intended to free the hostages, had actually gone in. should be kept of the number of hostages (and wounded soldiers) An alternate scenario (highly speculative) looks at the possibility represented by each counter. that a commando team might have tried to kidnap the Ayatollah himself in order to exchange him for the hostages. Helicopter counters are also numbered, 1 through 8. Each counter represents one RH 53-D "sea Stallion" helicopter, of the type used Before playing this game, we suggest that each player read the in the actual operation. rules once, quickly, all the way through. Then set up the map and units and start to play, referring to the rules as you go. The rules Special weapons counters represent one weapon each - four sections appear in roughly the order you will need them as you mortars and one .50-caliber machine gun - and are discussed in play the game. section 9.

1. COMPONENTS Breach counters represent a hole in the embassy outer wall.

Iranian units are red with black markings. This game includes the following components: the embassy map, the rules sheet, the sheet of charts and tables, and 119 counters Militants are shown by a picture of an armed Iranian "student", to represent U.S. and Iranian units. If this is the first time you and a number. The number represents the amount of men in the have played, cut the sheets and counters apart. Otherwise, check unit. It is also the attack and defense strength of the unit. to make sure you have all the components. You will also need at Militant counters, like U.S. units, are interchangeable and may least two dice, a pencil and paper, and a straightedge. combine or break up freely.

1.1 The Map. The game map is based on actual maps and aerial Mob counters represent groups of 20 to 30 lightly armed fanatics. photographs of the embassy area. However, the scale has been distorted as part of the "area" system of movement (see section Khomeini. The counter representing the Ayatollah Khomeini 6). Buildings are shown much larger than life, since they contain himself is used in the "Sauce for the Goose" scenario. many areas and are the focus of combat. Road areas are long and contact many other areas... because roads aid movement. Woods 1.3 Rules sheet and charts. The rules sheet (which you are areas are small and close-set... because forest impedes reading) is separate from the charts and tables, for ease in movement. reference.

There are four kinds of terrain shown on the map: buildings, 2. SETUP woods, roads, and lawns.

Buildings are shown in shades of blue. They are also set off by 2.1 Iranian Setup. The Iranian player sets up first. The map is heavier lines than the other areas. Buildings provide partial laid out (it may be a good idea to tape the corners down). The protection for units inside them. Iranian player then takes 4 hostage counters and 120 militants. He also takes the U.S. helicopter counters and Khomeini. These Woods are shown in green, with tree symbols. They also provide will be used for "dummy" counters. some protection. However, woods may have been mined by the Hostage Placement. The militants are holding 50 hostages in the Iranians. (These "woods" are actually shaded part areas, now embassy. At least 15 must be placed in the Residence basement; somewhat overgrown with brush) at least 20 must be placed in the Chancellery basement. The other hostages may be placed anywhere inside these two buildings Roads (and streets and parking lots, which are treated the same (not on the roof). Thus, there may be as few as two groups of way) are shown in yellow-brown. They are convenient for hostages at the start of the game, or as many as four. The movement, but very exposed. Roads are inside the Embassy; Iranian player records the number of hostages represented by streets are outside. each counter.

Lawns (and the football field and tennis court) are shown in light Guard Placement. Militant units are placed as hostage guards. green. They are very exposed, but make good helicopter landing There may be up to five men guarding each hostage counter. If a zones. hostage counter is placed on the map, but represents no hostages, the Iranian player may put militants with it. However, they do 1.2 Unit counters. The men and weapons of each side are NOT count as "guards" - they're asleep. represented by cardboard counters. These counters will also be called "units". Sentry Placement. 25 militants are placed as sentries. 10 go in Road 12 (the main gate); 5 go in Road 1 (the rear gate). The American units are white with red and blue markings. other 10 may be placed, together or separately, in any road area(s). They may not be set up except in road areas. Where

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these rules refer to "sentries" later on, they mean Iranian units set negotiate. The Iranian player adds 2 to his die roll whenever an up in the roads and not yet alerted. attempt is made to execute hostages.

Other Militants. The remainder of the 120 beginning militants are (4) Booby traps. The militants have threatened at times to mine turned upside down and mixed up. The nine dummy counters are the embassy grounds. If this option is chosen, they do so. The placed with them, also upside-down. One counter, still inverted, is Iranian player writes down the numbers of any three woods areas. now placed in each ground-floor building area that does not These areas are mined. Any unit or group of units that enters one already contain Iranian units. Any leftover counters are distributed of these areas, throughout the game, suffers an immediate ranged evenly among Buildings 1 through 5, as the Iranian player wishes. attack on the 11-15 column (no die-roll modifications). (Neither player knows where all the militants are.) (5) Changed hostage location. One hostage counter, representing Once all Iranian counters are on the board, they are ALL turned up to 10 hostages, may be set up inside any building area. There upside down. Neither player may look at any of these counters must still be at least 15 hostages in the Residence basement and again until it has been "alerted" and turned right side up. 20 in the Chancellery basement.

2.2 U.S. Setup. The American player then takes enough 3. TURN PHASING counters for 90 troops (in any combination of units he likes) and two mortars. He also gets ten "satchel charges" for breaching RAID ON IRAN is played in turns: first an American turn, then an walls, but no counters for these are necessary. The U.S. player Iranian turn (however, the Iranian player may miss his first few puts his units in the street areas, outside the Embassy compound; turns if the U.S. player avoids alerting his sentries - see below). he may start as many as he likes in any street area. Each turn has several phases. The phases of a turn must be carried out in their proper order. 2.3 Special Advantages. Each player begins the game with one of the following special advantages. Each player writes down his American Turn: choice before the game, and reveals it to the other player only when the time comes to use it. (1) Make any breaches in outer wall. (2) Attempt negotiation (if any). American Options: (3) Make all ranged attacks. (4) Land helicopters. Move units (except those that made ranged (1) Extra explosive charges. Instead of only 10 satchel charges, attacks). the U.S. player may take 50. (5) Resolve all close attacks created by movement.

(2) Farsi speakers. The American troops may be accompanied by Iranian Turn: a number of friendly Iranians and agents who speak fluent Farsi (the Persian tongue). If this option is chosen, the American may (1) Bring in reinforcements (if any). add two to his die roll whenever he attempts negotiation or (2) Make all ranged attacks. deception. (3) Move units (except those that made ranged attacks). (4) Attempt die rolls to alert "sleeping" units. (3) Extraordinary diversion. It is assumed that U.S. agents outside (5) Resolve close attacks created by movement. the embassy would be creating diversions to delay Iranian reinforcements. This option allows for a truly elaborate diversion. Changing Facing: Each unit may either make a ranged attack or Entry of Iranian reinforcements is delayed by four turns. move on each turn - but it may not do both. (Exception: the U.S. double move. See Section 6.1). A convenient way to keep track (4) Mole in the Militants. One of the embassy militants could have of which units have fired is to begin your with all units facing "up" been a "mole" - an agent under deep cover. If this option is - that is, north-south. When a unit makes a ranged attack, turn it chosen, the U.S. player begins the game knowing where each sideways. After you finish with ranged combat, only those units, hostage counter is, how many hostages are represented by each which have not been turned, are eligible to move and/or initiate counter, and how many guards are on each. close combat. Facing has no other effect on play.

(5) More special weapons. The U.S. player may take either two Record Keeping: On a separate piece of paper, the players should more mortars or one .50-caliber machine gun. (Use of this option keep track of the following things: is the only way the American player can get the machine gun.) (1) What turn it is. Iranian Options: (2) The turn on which the Iranian sentries were alerted. (3) The turn on which helicopters enter. (1) Better communications. Entry of Iranian reinforcements is (4) How many U.S. troops and hostages have been executed or speeded by three turns. Thus, they would begin on turn 7 (or turn eliminated in combat. 11, if the American player picked option 3). (5) The number of hostages and/or wounded troops represented by each numbered hostage counter. (2) Extra manpower. The Iranian player starts with 140 men (6) The number of satchel charges which have been used. instead of 120. (7) Damage to each helicopter and turns it has hovered.

(3) Extreme fanaticism. If this option is picked, the Iranian militants have received intensive anti-American indoctrination, speeches by Khomeini, etc. Thus, they are especially fanatic. The American must subtract 2 from his die roll whenever he tries to

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4. STARTING PLAY for satchel charges; until they are all used up, the American may use one anywhere he has commandos. The American player moves first. On his first move, he will send some or all of his units from the street into the embassy proper. When a charge is used on the outer wall, place a "BREACH" He may do this in several ways: counter there. Units may now move between the street and road areas there, as though the wall did not exist, starting that same 4.1 Stealth. Commando units may climb over the embassy wall, turn. Any number of units may use a breach. from road to street or vice versa; this counts as a regular move. Any number of commandos may climb the wall each turn; Any number of charges may be used to breach a wall (though one however, no more than 10 per turn may enter in any one area. If is enough). Each charge used against the embassy wall counts as the sentries have not yet been alerted, the commandos may try to a ranged attack (strength of 2) against any sentries on the other get over the wall without alerting them. This is an "entry by side. Three charges thus equal a ranged attack with strength of 6. stealth". If U.S. units move through the breach that turn, they must close attack any surviving sentries. Note that any explosion will Each turn that commandos climb the wall, the U.S. player rolls two instantly alert all sentries and any other units within 3 areas of the dice and consults the Entry By Stealth table (Table 1). A road where it occurs. successful roll means that the entry did not alert the sentries; a failed roll means the sentries were alerted by the commandos' 5. IRANIAN ALERT entry. See Section 5. Commandos may climb the wall even after the sentries have been alerted. The "stealth" table is no longer The raid was to take place in the early hours of the morning, local needed. time... a surprise attack. Therefore, no Iranian unit may move or attack until it has been "alerted". All Iranian units (and the Attacking Sentries: If there are sentries (any number) in an area to hostages) begin the game upside down to indicate that they are be entered by stealth, the U.S. player subtracts 4 from his die roll. not alerted. When a unit is alerted, turn it right side up. Whether or not the sentries are alerted by the entry itself, the U.S. troops must immediately close attack. Only if they enter without 5.1 Alerting Sentries. The sentries are those Iranian units that being seen, and then make a successful "quiet attack" (see Section being the game in road areas. They are awake, and are presumed 10) will they avoid alerting the rest of the sentries. to carry radios. If one sentry is alerted, they are ALL immediately alerted. 4.2 Deceit. If the Iranian sentries have not been alerted, the American commandos may attempt one "entry by deceit". All sentries are instantly alerted if: Disguised as a supply convoy, they can try to talk their way into (a) Any satchel charge, mortar round, or booby trap goes off either the front or rear gate. anywhere. (b) Any U.S. unit makes any attack except a successful "quiet The fake "supply convoy" may contain up to 50 American (plus, if attack". desired, any or all of the special weapons). To see if the Iranians (c) Any U.S. entry by stealth or deceit (see Sections 4.1 and 4.2) is are fooled, the American rolls two dice and consults the Stealth detected. Table, based on the number of men entering. However, he adds two to his die roll, and doe not subtract for any of the 5.2 Alerting other Iranian units. Other Iranian units must be modifications listed there. Thus if there were 30 men in the fake individually alerted. They begin the game off-duty, cooped up convoy, it would enter successfully on a roll of 6 or better. (If the with the hostages, or (for the most part) asleep. Furthermore, the U.S. troops have Farsi speakers with them, their die roll is Iranian player doesn't know for sure where all his units are. A improved by 2). non-sentry unit is instantly alerted when:

If the ruse works, no sentries are alerted. To continue the (a) An American unit fires on it, or calls for its surrender. deception, the convoy must act normally while in view of the (b) A booby trap, mortar round, or satchel charge goes off within 3 sentries. Convoy units must stay together, moving on roads or areas of its position. parking lots only, until they reach an area at least 2 areas away (c) Any unit fires on an enemy (or is fired upon) within two areas from any sentries. The convoy may also break up, move into other of its position, or anywhere inside the same building. kinds of areas - or attack - while close to the sentries. To do so (d) Another Iranian unit alerts it. To alert another unit, an Iranian will alert all sentries immediately, unless the attack is a successful must move into its area and then roll a 1, 2 or 3 on 1 die. The "quiet attack". If the convoy enters another area containing "alerting" unit rolls as soon as it enters the area. On a successful sentries, it must make another die roll, as above. roll, the unit becomes alerted immediately, but may not move or attack until its next turn. On an unsuccessful roll, the alerting unit If the convoy is detected at any time, its units make an immediate may try again once per turn until it succeeds. Exception: If a close attack on any Iranian units in their area. Similarly, if guard unit (that is, any Iranian unit in an area with hostages) has something else alerts sentries while the convoy is in their area, the not been alerted, it will be alerted automatically by any Iranian convoy units close attack immediately. unit entering the area.

The convoy may enter on the same turn that other units attempt 5.3 Helicopter alert. When the first U.S. helicopters appear, all an entry by stealth. However, if the entry-by-stealth occurs first remaining Iranian units are alerted (and the U.S. player gets his and is detected, the sentries are alerted, and the convoy loses any helicopter counters back). chance to enter the gate without combat. 5.4 Alerting dummies. When a newly alerted unit proves to be 4.3 Force. The Americans have 10 satchel charges, any one of a dummy (Khomeini or a helicopter), remove it from the board. which will open a breach in the outer wall. There are no counters

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6. MOVEMENT NOTE: It is legal for some units in an area to make a double This game uses a system of “area movement”. The map is move, while others do not. divided in 138 areas, each of which has a name. Areas represent differing amounts of territory – all fairly large. Any number of In order for a group of U.S. units to double move together, they units may occupy an area. must all do the same thing. They must all start and finish in the same area. If they make a ranged attack, they must all fire – but The black lines on the map represent area boundaries. Extra- not necessarily at the same area. heavy lines are used to indicate building walls and the wall around the embassy compound. The U.S. player does not have to designate which stack will take a second move until after the rest of his turn is finished. At that Normally, each unit may move one area per turn. In other words, time, he simply takes one unit or stack that has already acted – it may move out of its own area into any adjacent area. Areas are and moves it one area further. If this results in a close attack, adjacent only if they share a border. Areas which touch only at that attack is then resolved. corners (for example, Woods 44 and 53) are not adjacent. Special Cases. (1) It is possible for a unit, using its double move, The embassy wall, near the edge of the map, is the only area to attack twice per turn – one ranged and one close. This is legal. boundary that blocks movement. Units may not cross the (2) If a unit’s double move brings it into a close attack, and U.S. embassy wall (that is, move from a “street” area to a “road” area, units from other areas are close attacking the same enemies that or vice versa) unless they use a gate (Street 1 or Street 14) or a turn, the U.S. player makes that double move before that attack is breach made by a satchel charge. Exception: US troops may climb resolved. Otherwise, he would be making two separate close over the wall (see section 4.1) in either direction. No more than attacks against the same area in one turn – which is illegal. See 10 may climb over the wall in any one area each turn. Hostages Section 8. or wounded soldiers may not climb the wall. 6.2 Stacking. Any number of units may occupy the same area. Each counter may move once (and only once) per turn, unless (a) They are treated as a unit for defensive purposes. However, they it made a “ranged attack” that turn (in which case it cannot move do not all have to attack the same way, or attack the same enemy. at all) or (b) it is a U.S. unit making the “double move”. If the American player has 30 men atop the roof of the North Library, he could have 10 make a ranged attack against Lot 3, 10 Each building has at least two areas: ground floor and roof. The make a close attack against foes on the South Library roof, and 10 Chancellery has two stories; the Ambassador’s Residence has move down into the North Library – all on the same turn. three. (Each of these buildings also has a basement). Each story is a separate area. Furthermore, the larger buildings are divided in It is quite possible for both players to have units in the same area half geographically: north/south or east/west. Thus, the Library at once. This happens as a result of close combat (Section 8.3). comprises two sections. The Library North is separate from the The player whose turn it is must move his units out or make a Library South; the two roof sections are likewise separate. Thus, close attack himself. the Library has four areas. The Residence has five separate areas; the Chancellery has seven. 6.3 Leaving the Map. Either player may move units off the map. Once a unit leaves the map, it may not return. Movement within a building is treated like movement between any other areas. Areas are not adjacent unless they share a boundary. U.S. units may move off the map in a helicopter (Section 16.1) or For instance, a unit in the Chancellery West on the first floor may on the street (Section 16.2). Once off the map, they have (a) go up to the second floor west; (b) go down to the basement; escaped. or (c) go across to the first floor east. No other areas within the building are adjacent. The Iranian player may escort hostages off the map to prevent their rescue. No Iranian unit may leave the embassy compound To reach the roof areas of most buildings, it is necessary to enter (i.e. enter a street area) until 10 turns after the sentries are the buildings. However, the roof areas of the small houses and alerted. If the sentries are alerted on Turn 3, hostages could be Buildings 3 and 4 are adjacent to ground areas. These roofs can taken into a street area on Turn 13. One the next move (Turn be reached from the ground. 14), the Iranian player may move them out of the street area and off the map. Once a hostage counter has been moved off the 6.1 The Double Move. Commando units are in top training, and map, it cannot be rescued. habitually do the unexpected. Once per turn, a single U.S. unit (or group of units acting together) may make a DOUBLE move. In the 7. RANGED COMBAT double move, they may either (a) make a ranged attack and then move one area, or (b) make two moves of one area each. They There are two different kinds of combat: ranged combat and close may not move one area and then make a ranged attack. combat.

If a unit chooses to move twice, its first move may not be into an Ranged combat takes place before movement. In ranged combat, Iranian-occupied area. However, its second move may (this will a unit in one area fires on a unit in another area. There is no risk result in a close attack). to the attacking unit. A unit that makes a ranged attack cannot move that turn. You cannot have ranged combat with units that All U.S. troops, helicopter crew members, and hostages may are in the same area. participate in a double move. Because of their weight, machine- guns and mortars cannot. If the unit carrying them makes a Normally, a unit’s range of fire is only one area – that is, a ranged double move, the machine-gun or mortar(s) must be left behind. attack can only be made against enemies in an adjacent area.

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However, a unit may fire at greater range if it is above ground strength is important; the strength of the defenders has no effect level. on the result.

7.1 Increased Range for Height. A unit on a first-floor roof, or The attacker rolls one die and refers to the appropriate column of on the second floor, has a range of two areas, counting from the the Ranged Combat Table to determine what losses the defender ground floor of that section of building. Example: A unit on the takes. Note that several factors (listed below the table) may Library North Roof could make a ranged attack against enemies in modify the result. These modifications are cumulative, and apply Woods 6, 9, or 10, or Roads 19 or 20 – all of which are two areas to both ranged and close combat. away from the North Library ground floor. 7.6 Ranged Attack Within Buildings. It is impossible for any A unit on a second- or third-story roof, or on the third floor, has a number of men to lay down ranged fire within a building. A range of three areas, counting from the ground floor of that massed attack up the stairwells (or through floors) is possible, but section of building. Example: A unit on the Chancellery West roof dangerous. Mass sniping up the stairs is impossible! About the could fire as far away as Woods 7 or 8, or the Library North – all of most you could do would be to use a few grenades. Therefore, if which are three areas away. a ranged attack is made from one building area to another area in the same building, it is never resolved on more than the “6-10” 7.2 Range of Special Weapons. Mortars and machine guns column, even if more than 10 men are attacking. have an unlimited range (on this map scale, that is). A mortar can make a ranged attack against any area except one inside a 7.7 Ranged Attack Against Areas Containing Friendly building. A machine gun may fire on any area as long as it has a Units. If units belonging to both players are in the same area, a line of sight (see below). player attacking with ranged fire may endanger his own units. The player making the ranged attack has two choices: 7.3 Line of Sight. A unit attacking an adjacent area automatically has a line of sight, or LOS. (Exception: the embassy (1) He can reduce the effectiveness of his fire to avoid hitting his wall blocks LOS between street areas and the adjacent roads). own men. He subtracts an extra 2 from his die roll against the Attacks at longer ranges must have a clear LOS. enemy units. His own units in that area are not endangered. A mortar attack cannot take this option. To determine LOS, put a straightedge on the map. If it is possible to join any portion of the attackers’ area with any portion of the (2) He can fire at the enemy, and hope his own troops keep their defenders’ area without passing through a woods or building area, heads down. In this case, a normal die roll is made against the the LOS is clear. LOS must join the interiors of the areas at some enemy units. A second die roll, at the same attack strength, is point... any point. LOS cannot run along the edge of a woods or then made against the friendly units in that area. If the U.S. building area – it must be totally clear. player is firing, he may subtract 2 from this roll (better training counts!) All modifiers for terrain, height, etc., also remain in Note that it is perfectly all right to fire into a woods or building effect. area – but the LOS cannot go all the way through one. A mortar does not need LOS. 8. CLOSE ATTACKS

Line of sight to any building area is always figured from its ground The second kind of combat is the close attack, made by a unit floor. If the ground floor of a building area has a clear LOS, the actually entering an enemy-held area. Close attacks are resolved roof and upper stories do too. In the case of the houses and after all movement takes place. A close attack usually means Buildings 3 and 4, if the roof has a clear LOS, the inside of the casualties for both the attacker and the defender; in fact, a close building does too. (In reality, upper areas of all buildings are the attack at bad odds is suicidal. same shape as the ground floor). Basements have no LOS outside! To make a close attack, the attacker moves one or more units into an enemy-held area. The attacking units may come from more The embassy wall blocks LOS and movement except at gates and than one area. Only one close attack may be made on each breaches. enemy-held area per turn.

LOS through units. Units (friendly or enemy) do not block LOS. 8.1 Resolving Close Attacks. The total strength of the Units are not endangered by long-range attacks passing through attackers is combined and compared to the total strength of the or over their area. defenders in the area. The ratio is then rounded off in favor of the DEFENDER. For instance, if 20 men close attack 10, the attack is 7.4 Height. A first-story roof is above all ground and ground at “2 to 1”. However, if 19 men attack 10, the attack is rounded floor areas. The second story is higher than a first-story roof. The down to a “1 to 1”. An attack at less than “1 to 3” is resolved on second story roof is higher than the second story, and so on. the “1-3” column of the Close Attack table; an attack at better than “4 to 1” is resolved on the “4-1” column. Attacks against an enemy at a higher level are at a -1 on the die roll. Attacks against an enemy on a lower level receive no die roll A few more examples of combat odds calculation: 12 to 14 = “1 to advantage. However, a unit with a height advantage gains a 2”. 35 to 14 = “2 to 1”. 40 to 5 counts as “4 to 1”. 5 to 40 range advantage, and may fire on units at a distance – while often counts as “1 to 3”. those units cannot fire back at all. 8.2 Retreat. If the modified die roll in a close attack is 1 or 7.5 Resolving Ranged Combat. Only one ranged attack may more, any surviving attackers stay in the area they close attacked. be made against each enemy-occupied area each turn. Combine However, if the modified result is a zero or less, the attackers are the strengths of all units joining in that attack, even if they are firing from different areas. In ranged combat, only the attackers’

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“driven back with light losses”. The attackers automatically lose 2 Any number of satchel charges, up to the number of men in the men, and must retreat to the area from which they attacked. unit using them, may be thrown in one turn. A soldier may fire on the turn he throws a satchel charge. Therefore, when a close attack is made by units from several areas combining into one assault, keep track of which units attacked 9.2 Mortars. This counter represents a 60mm light mortar. Two from where. If they are forced to retreat, the survivors must men are required to carry or fire a mortar. They cannot fire their retreat to the areas from which they entered. They can’t all join own weapons on any turn they use the mortar. The mortar may and retreat to the same area. not move by itself – it has to be carried. The mortar may not be in a stack that makes a double move. 8.3 Forced Close Combat. If a close combat does not result in an “X” result (eliminating one side) or a retreat, it will leave units The mortar may fire from any area on the board except woods or of both sides occupying the same area. This will force close the inside of a building. It may be used against any area except combat if the enemy elects to stay in the same area in his turn. an area inside a building. It is capable or ranged attack only, but its range is unlimited and it does NOT require a clear LOS. It has Whenever a player’s units begin a turn in the same area with an attack strength of 5 – that is, it is equivalent to 5 men enemy units, they have only two options: they can move out, or attacking. It counts as zero in defense. stand and close attack the enemy units in that same area. Treat this as a normal close attack. It is possible for friendly units from 9.3 The .50 Caliber Machine Gun. This weapon is available an adjacent area to move in and join them in the close attack. only as an option. It is extremely heavy and bulky; the commandos probably wouldn’t have taken it. Once set up, If attackers who began in the same area with the enemy get an though, a heavy machine gun would be very useful. adjusted die roll of zero or less, they have two choices: (a) lose two men and retreat to any adjacent area not occupied by enemy Like a mortar, the .50 caliber cannot move or attack by itself. It units, or (b) lose 5 men and stand their ground. Units that have takes two men to fire it; they may not fire their own weapons that no free area to retreat to must take the second option. turn. It takes five men to move it, due to the great weight of the gun, tripod, and ammunition. Special Case. It is possible that units will (a) begin their move in an area with enemy units, (b) move out of the area to close attack Once the machine gun has entered an area, it must stand still for enemies in an adjacent area, and (c) get a result of zero or less. one turn before it can be fired. This represents the time it takes to They are “caught between two fires!”. They must immediately set it up. If the U.S. player gets the gun where he wants it on retreat to the area from which they came, and make a close attack Turn 6, he must spend Turn 7 setting it up, and can fire it on Turn on the enemy units there. This is an exception to the general rule 8. It does not require a turn to disassemble; it may be moved on that a unit may not attack twice per turn. A unit may be bounced any turn. It may not be in a stack that makes a double move. back and forth like this until it either gets a result of better than zero or is eliminated. The machine gun may fire once per turn. It may make ranged attacks only, firing at any range where LOS can be established. It 9. SPECIAL WEAPONS has an attack strength of 25.

There are three kinds of “special weapons” available to the U.S. If a close attack is made against an area containing the machine player. These weapons increase the printed combat strength of gun, its 25-point strength is added to the defensive strength in the the units using them. area, as long as two men are available to operate the gun. They cannot fire their own weapons in the defense, so the gun adds a 9.1 Satchel Charges. The U.S. player starts with ten of these, net 23 to the defense of an area. mainly for use against the walls. If they are not expended against the walls, they may be used in combat. There are no counters for 9.4 Capture of Special Weapons. Due to the difficulty of firing these charges. The American player must keep track of how many an unfamiliar weapon immediately – plus the certainty that the he has used – but until they’re all used up, he may use one commandos would take any opportunity to disable a heavy wherever he has a commando unit. weapon rather than let it fall into enemy hands – the Iranian player may not capture special weapons. If a weapon is A satchel charge is nothing but a packet of high explosive with a abandoned or all U.S. units in its area are eliminated, remove the fuse or short timer. The only quick way to use one in combat weapon as well. Since there are no counters for satchel charges, (without severe danger to the user) is to drop it on the enemy. they are never eliminated until used. Therefore, a satchel charge adds 5 to any ranged attack IF the attackers are firing from an upper story of a building (or a roof) 10. QUIET ATTACKS onto the ground below. The commandos just set the timer for about ten seconds, and toss it off. A commando unit may also use The U.S. commandos carried certain quiet weapons. While not a satchel charge by throwing it over the Embassy wall – from a suitable for a pitched battle, these weapons (i.e. gas grenades, street area to an adjacent road area, or vice versa. This is the silenced firearms) would have been capable of removing a few only way a ranged attack may e made through the wall unless a sentries without alarming the rest. Special weapons (Section 9) gate or breach is present. Used this way, a charge also has a may not be used in a quiet attack! strength of 5, and does not breach the wall. When the American player attacks an Iranian sentry who has not A satchel charge may not be used in combat in any other way. It’s yet been alerted, he may attempt a “quiet” attack. This may be theoretically possible... but too dangerous to the user and the men either a ranged or a close attack. He rolls on the appropriate CRT, with him. but does not add 3 to the roll because his target is “not alert”. Instead, he subtracts two from the roll. If the “quiet attack”

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eliminates all Iranians in the area, no one is alerted! If any player does not find out how many hostages a counter represents sentries survive the attack, all other sentries (and any other units until he moves a unit into their area. The Iranian player must then within 2 areas) are alerted. tell him how many hostages are there, whether he recaptures them or not. Later in the game, the Iranian player is entitled to Quiet attacks may only be made against sentries – that is, units on know how many hostages (or wounded soldiers) are in an the road. If you are in an unfamiliar building, it is very hard to American controlled hostage counter whenever Iranian units enter find and neutralize an opponent without making a certain amount its area. of noise. Movement of hostages. Hostages are moved by the player A quiet attack may not be attempted through either gate. The controlling them. They move like other units. Freed hostages can militants aren’t crack troops – but the gate is where they expect double move. an attack. The Iranian player may not move any hostage counter until the 11. AMERICAN CASUALTIES guards with it have been alerted.

In normal battle, there will be several wounded for every man Hostage counters may be combined or split up by the player actually killed. Even in a special operation of this sort, not every controlling them. For instance, if Hostage Counter #6 contains 8 casualty is KIA. hostages, the player controlling it may mark two of those hostages off, put down a new hostage counter, record that it represents two Whenever U.S. troops or helicopter crewmen are eliminated by hostages, and move it away. combat, it is assumed that half of them (round down) are only wounded – perhaps too severely to fight, but not too severely to Rescuing hostages. A hostage counter is controlled by the Iranians walk or to assist other wounded men. Certainly, the U.S. forces until there are no Iranian units left in its area. It is then controlled would have left no wounded men (or even bodies) behind unless by the American player. The Iranians can recapture hostages only there was no alternative. Thus, if the U.S. player loses one man, if they move militant or mob units onto them when no unwounded he is actually killed. However, if he loses two men at once, one is U.S. troops are left in the area. killed and on is only wounded. 12.1 Accidental death of hostages. If hostages are in an area Wounded men are added to the “hostage counter” (see Section that comes under fire, they may be killed accidentally. Hostages 12). If there is no hostage counter in the area, place one there that are stacked with an attacking unit are never killed – only and note the wounded men. They are treated like hostages for hostages in an area that is attacked. movement and combat purposes. They can no longer fight or climb walls, but can otherwise move normally. Example: 7 U.S. 12.11 U.S. attacks. If the U.S. player makes a close attack on an troops and 3 hostages, in a woods area, are hit by ranged fire area containing hostages, they are not endangered. Concussion from 25 men. The die roll modifier is -4 (-2 because Iranians are grenades, gas, and other non-lethal attack agents were carried for firing, -2 because the defenders are in the woods). The die roll just this purpose. A U.S. close attack can eliminate militants against the troops is 4 (a -2 result). The roll against the hostages without endangering hostages (or wounded) in the area. is 2 (a -1 result). One hostage is therefore killed. Two soldier units are removed from the board. The hostage counter remains, If the U.S. player makes a ranged attack on an area containing but the hostage record is changed to show that the counter now hostages, follow rule 7.7. The U.S. player must either reduce the represents two hostages and one wounded soldier. effectiveness of his fire or risk injuring the hostages.

When a mixed group of hostages and wounded soldiers is attacked 12.12 Iranian attacks. An Iranian close attack will endanger (in any fashion), losses are always taken from the wounded hostages in the area attacked. If the result of the attack is an “X” soldiers before any hostages are lost. Hostages and already then all noncombatants (hostages and wounded) in the area are wounded soldiers are not “wounded” again; if eliminated, they are killed. Half the troops are killed; the other half are wounded and dead. automatically captured. However, if the result is not an “X”, no noncombatants are killed, even if all U.S. troops in the area are Note, therefore, that an “X” combat result will (a) eliminate all lost. Otherwise, no hostages or wounded soldiers are lost. hostages and wounded soldiers in the area, (b) kill half the troops in the area (rounded up) and (c) leave the rest of those troops If the Iranian player makes a ranged attack on an area containing wounded. hostages or wounded soldiers, he also follows rule 7.7. He has the option of treating the hostages as “friendly” (so he can try to It is not necessary to keep any record of Iranian units eliminated. recapture them) or of attacking normally (and making a second die roll against the hostages there). 12. THE HOSTAGES 12.2 Executing the Hostages. The Iranians have constantly Hostages are represented by the 10 numbered “hostage counters”. threatened to execute the hostages if a rescue attempt was made. At the beginning of the game, when the Iranian player places the They might do it. hostages, he notes on a separate piece of paper how many hostages are represented by each counter. A counter may Once an Iranian unit has been alerted, it may attempt to execute represent any number of hostages or none at all. any hostages in its area. This takes place after Iranian movement; it is considered a close attack with automatic success. It only takes Identification of hostages. The four hostage counters that begin one unit to execute hostages, but he may not make another attack the game are inverted, along with all the Iranian units. They are that turn. turned face up when their guards are alerted. However, the U.S.

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To attempt an execution, the Iranian player rolls one die, to see if On a result of 1 or less, the militants roll one die and shoot that the guards will actually shoot the hostages. many hostages immediately. If they have no hostages, they get one free ranged attack (taking place immediately) on any of the On a result of 3 or less, the guards scream imprecations at the Americans calling for surrender. Americans, but do not execute any hostages that turn. On a 2 or 3, the militants prepare to shoot the hostages. If the On a result of 4 or 5, they decide to kill some of the hostages as a U.S. player cannot eliminate all militants in that area before the warning. Roll one die. They kill that many hostages, or all hostages next Iranian turn, they will then roll one die and shoot that many in the area – whichever is less. If there are both hostages and hostages. (If they have no hostages, they get a free ranged wounded troops in the area, they shoot troops first. attack, as above).

On a result of 6 or more, they kill all the hostages in the area. On a 4 or 5, the Iranians get a free, immediate ranged attack on the U.S. troops, but do not shoot any hostages. The Iranian player may attempt to execute all the hostages at once, or only those in some areas. If he is trying to execute On a result of 6 or more, all militants in that area surrender. hostages in more than one area at once, he rolls separately for Remove all Iranian units in the area. Any hostages there are each area. unharmed.

Subtract 1 from the die roll if the closest Americans are more than Modifications: 2 areas away. Add 2 to the roll if the Americans took the “Farsi Speaker” option. Add 2 to the above roll if the Iranian militants are “extreme fanatics” (see Section 2.3, option 3). Add 1 to the roll if the Americans calling for the surrender outnumber all Iranians adjacent to them (in any area) by better If the Iranians execute any hostages (or wounded troops), the than 4 to 1. Special weapons and hostages don’t count. commandos will react with outrage. For the rest of the game, when any U.S. troops fire on Iranians, they add an extra 1 to their Subtract 2 from the roll if the Iranians being asked to surrender die roll. This does not apply if hostages or wounded troops die in outnumber the Americans asking them to surrender. combat – only if they are murdered. Subtract 2 if the militants took the “extreme fanaticism” option. Note that hostages may also be executed as a result of a failed attempt to negotiate (see Section 13). This too will cause outrage. If the Iranians in an area refuse to surrender, the U.S. player must attack them at least once before he can call for surrender a second 12.3 Captured Americans (new hostages). One of the more time. unpleasant possibilities of the raid was that the Iranians would take some of the commandos prisoner. A botched raid could leave If the Iranians in an area have not yet been alerted, an attempt to the Ayatollah with more hostages than he started with! negotiate will automatically alert them.

As described in Section 11, half of the American casualties 14. IRANIAN REINFORCEMENTS (rounded down) are only wounded. Their unit counters are removed from the board, and the wounded soldiers represented The American commandos must complete their mission quickly. by a hostage counter. Keep separate track of the number of Within minutes after they are detected, Iranian reinforcements will wounded troops and hostages in each counter. begin to arrive.

Wounded soldiers cannot fight and are treated exactly like The Iranian player begins to get reinforcements on (a) his first hostages for all purposes, with two exceptions: (1) If turn after any American helicopters arrive (whether they land or noncombatants are killed for any reason, all wounded troops in the not) or (b) his tenth turn after his sentries are first alerted. If his area are lost before any hostages are lost; (2) The American sentries are first alerted on turn 6, for instance, his first player gets victory points for each hostage rescued. He neither reinforcements arrive on turn 16. If the Iranian chose the “better gains nor loses victory points for rescuing wounded troops. The communications” option, his reinforcements are speeded by three Iranian player, of course, gets victory points for any American turns; if the American chose the “extraordinary diversion” option, prisoners he can keep. reinforcements are slowed by four turns – unless, of course, a helicopter shows up first. 13. NEGOTIATION The Iranian rolls two dice to see what reinforcements he gets, and Any U.S. unit(s) may attempt to negotiate with Iranians in an where. Refer to the Iranian Reinforcement Table (Table 4). adjacent area. They can promise the militants their lives if they will Reinforcements appear in the street; their first move may bring lay down their weapons, free their hostages, and leave. If a group them into the adjacent road area. They may attack on the turn of Iranians has no hostages, they may still be invited to surrender. they appear if an American unit is within range. However, sentries cannot be asked to surrender. Reinforcements, which are listed as appearing in “any street area”, Negotiation takes place before any movement or combat. If the may be placed in any street area the Iranian player wishes. U.S. player wants to negotiate, he says so (the Iranian player may However, they may not enter the embassy compound except not open negotiations). He rolls one die. Results are as follows: through gates or breaches.

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The Iranian player may roll twice for reinforcements on any turn Helicopters may land in an area even if it is occupied by Iranians. that a U.S. helicopter is hovering over the embassy – see Section This is considered a close attack (see section 15.52). It’s a good 15.3. way to lose helicopters.

15. MOBS 15.3 Hovering. A helicopter does not have to land immediately. Helicopters that do not land may hover over the embassy. The Iranian player begins with no mob counters; they are only Hovering has two disadvantages: it attracts attention and it wastes available as reinforcements. A mob counter represents a group of fuel. No helicopter may hover for more than 10 turns. After it uses 20 to 30 yelling, rock-throwing, knife-waving fanatics. A mob up its ten turns of hovering, it must immediately leave play or cannot make ranged attacks of any kind. In close combat, it has land. If it lands, it my leave play immediately when it takes off. an attack strength equivalent to 10 soldiers. Its defensive strength against a close attack is also 10. To indicate that a helicopter is hovering, place it on the black “RAIN ON IRAN” logo on the football field. Helicopters placed in Mobs like to attack – but they dislike being on the receiving end of the green part of the field have landed. violence. Whenever an Iranian area containing mobs receives a combat result of -5 or more (for any reason, whether the Iranians Whenever it is the Iranian’s turn and even one helicopter is were attacking or defending, all mobs in that area immediately hovering, he may roll twice for reinforcements. Double panic and disappear. However, combat losses of less than 5 men reinforcements continue as long as any helicopters are hovering. do not affect a mob at all. When the American player attacks an area containing mobs, all losses are taken by the mobs first. 15.4 Wave-offs. If a helicopter is hovering (or has not yet Therefore: appeared), the U.S. player may “wave it off” at any time, sending it away, if he is sure he will not need it. Once a helicopter has An “X” result will still destroy all Iranians in the stack. been waved off, it cannot be recalled.

A result of -5 or greater will eliminate all mob units but will not 15.5 Combat involving helicopters. The U.S. helicopters may affect any militants stacked with them. attack or be attacked while they are on the ground.

A result of -4 or less will not affect either the mobs or the 15.51 Attack strength of helicopters. A helicopter’s door guns militants; nothing happens to that stack. Thus, a mob is excellent give it an attack strength of 5. Each commando in a helicopter “life insurance” for Iranian units. The militants can direct the mob adds 1 to its attack strength, up to a maximum of 5 commandos; while remaining relatively safe. thus, 10 is the maximum combat strength for a helicopter. A helicopter can make ranged attacks against enemies in an 15. HELICOPTERS adjacent area. It can also make close attacks against Iranians who entered its own area on a previous turn. When it lands, it may The U.S. player has eight helicopters for his escape. The helicopter close attack (with the door guns only – strength of 5) any Iranian counters are numbered 1 through 8, so that players can keep track units in the area it lands in. of which helicopters have already come in an taken off, and how much damage each one takes. 15.52 Attacks against helicopters. If the Iranian player attacks a helicopter, the attack is separate from the others in that same 15.1 Helicopter entry. The U.S. player may bring in his escape area. An attack against one helicopter does not affect any other helicopters in one of two ways: units in that area – and vice versa. This is the only instance in which several separate attacks of the same kind may be made (1) He may write down, before the game begins, the turns he against one area. Example: If there are 3 helicopters and 5 U.S. wants his helicopters to come in on, and how many are to appear soldiers in the football field, and 40 Iranians in Woods 8, the each turn. At the proper turn(s), he shows this to the Iranian Iranians may make from 1 to 4 attacks. The troops count as one player. The helicopters then arrive on schedule; the Iranian player target; each helicopter counts as one target. Any U.S. units in a does not know they’re coming until they appear. helicopter are counted with that helicopter. The Iranians in the example could attack with all 40 troops against one helicopter; (b) If he does not do this, he may call for the helicopters at any divide and attack with 20 each against two of the helicopters; put time during the game. They appear 5 turns later. The Iranian 30 men on one helicopter and the other 10 on the troops... player, of course, then has 5 turns’ warning that they’re coming. whatever they wished. However, no unit may ever attack more Example: If the U.S. player called for them during his 10th turn, than once per turn, and no helicopter may undergo more than one they would appear at the beginning of his 15th turn. He could also ranged attack and one close attack each turn. (for instance) call for 4 helicopters on the 10th turn, call for 2 more on the 11th, and call for 2 more on the 12th. The Iranian player Ranged attacks against helicopters: Like other ranged attacks, does not know which option has been taken until the U.S. player these are calculated on the basis of the number of men firing. calls for the helicopters or shows the note to tell him they’re Remember that all Iranian attacks are at -2 on the die roll. When a arriving. helicopter is attacked, a -1 result puts one “hit” on it. A -2 result puts two hits on it, and so forth. Each helicopter counter is 15.2 Helicopter landing. Helicopters land wherever the U.S. numbered, so players can keep track of the hits it has taken. player wishes when they appear (he doesn’t have to decide ahead Accumulated hits reduce a helicopter’s chance to take off (see of time). They may land in any lawn-type area (light green) or Section 16.13). parking lot. Each such area has a number in the corner to show how many helicopters may occupy it at any one time. For example, Explosion: If a helicopter receives an “X” result, or takes more Lot 1 may only hold one helicopter at a time. than 5 hits from any single attack, it immediately explodes. Remove the helicopter and roll an immediate ranged attack (strength of 20) against its occupants, including the crew. If any

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survive, they are now outside the burning helicopter. They may escape immediately or go to the “hover” area. If it hovers, it must enter another helicopter during their next movement phase, if one remain hovering for at least one turn; it may then (if the U.S. is in the area. player wishes) land again in any area to pick up or drop off units. Remember that each helicopter has a ten-turn limit on the total Close attacks against helicopters: A helicopter’s defensive strength time it can hover. against close attacks is the same as its attack strength: 5, plus 1 for each commando inside it up to a maximum of 5. A successful The disadvantage in landing again after takeoff is that a helicopter close attack puts hits on a helicopter (or blows it up) just as may malfunction. Takeoffs are NEVER certain. described above. Any time a helicopter is ready to take off, the American player rolls Troops inside helicopters: Up to 5 commandos may fight from two dice. On a result of 4 or better, the helicopter takes off. inside a helicopter, adding their strength to that of the helicopter However, the American must subtract 1 from his roll for every hit itself, as described above. Other troops cannot fight while inside a the helicopter has taken. If it has taken 3 hits, for instance, it must helicopter. Mortars and the machine gun cannot be brought into a roll a 7 or better. If it has taken more than 8 hits, it can’t possibly helicopter. take off.

Empty helicopters: The combat strength of a helicopter is reduced Once a helicopter fails its roll, it is crippled for the rest of the to zero at any time there are not two crewmen (or troops) inside it game. There’s no time to repair it! All its passengers, and its five to man the door guns. A helicopter cannot take off without at least crewmen, may leave it on the next turn. (The only reason to stay two crewmen aboard. If the Iranian player close attacks a totally inside would be for the crew to man the door gun). Note that it empty helicopter, it is automatically destroyed. The Iranians will take them one turn to get out of the helicopter and one more cannot actually capture a helicopter or use the door guns. turn to get into another one in the same area (if there’s one there). 15.53 Combat involving flying helicopters. Helicopters are armed only with two M-60 door guns each. This would make them Note: This rule means that there is a very good chance that, even relatively ineffective if they fired from the air; therefore, they if the Iranians never shoot at the helicopters at all, at least one of would be unlikely to risk it. Neither would they be likely to hover them will fail. low enough to be shot at! For the purposes of this game, then, a helicopter may neither attack nor be attacked while it is hovering. 16.2 Ground evacuation. American units may, at any time, attempt to escape the embassy on the ground. Any U.S. units left 15.6 Helicopter crew. A helicopter has a crew of 5 men. They after the last helicopter takes off (or malfunctions) will have to carry both side arms and rifles, but have no commando training. If attempt a ground evacuation. a helicopter is damaged or destroyed, use an inverted 5-man U.S. counter to represent its crew. These 5 men move as though they Any American unit which can move off the map on the ground were regular troops. If attacked, they count as 5 soldiers for (that is, outward from a street area) has escaped. These men defensive purposes. However, they cannot attack. would have been picked up by agents outside and spirited off to hideouts within Teheran. In order to reach the street, units must If a stack of U.S. units containing both commandos and crewmen leave the embassy grounds. They can do this by exiting through a is attacked (in any way), the U.S. player may choose to lose gate or by going out a breach. If the commandos still have some whichever units he wishes. satchel charges left, they can create a new breach wherever they need it. Commando units and helicopter crew may also leave by 16. EVACUATION climbing over the wall. However, no more than ten men may climb the wall in any one area each turn. Hostages and wounded troops In order to win the game, the U.S. player must get most of his cannot climb the wall at all. units out alive. This can be done in two ways: helicopter evacuation or ground evacuation. Helicopter evacuation is Since ground escape is riskier than an airlift, leaving the possibility preferable. of recapture within Iran, the U.S. player loses points for units that make a ground escape. However, ground escape is far better than 16.1 Helicopter evacuation. Each helicopter can hold up to 30 capture or death! Americans (any type) plus its own crew of five.

16.11 Entering helicopters. A helicopter counts as a separate area for movement purposes only. Therefore, when a U.S. unit and a helicopter are in the same area, it takes one further turn for the unit to enter the helicopter. The U.S. player may use his double move to have one unit (or stack of units) enter the area with a helicopter AND enter that helicopter on the same turn.

16.12 Leaving helicopters. Once inside the helicopter, units may leave again if the U.S. player wishes... for instance, to get out of a badly damaged helicopter. Commandos in a helicopter may also leave it to close attack Iranians in the same area. Leaving a helicopter (like entering it) counts as a move.

16.13 Helicopter takeoff. A helicopter may take off on the same turn that units enter it. Once a helicopter takes off, it may

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17. ENDING THE GAME +10 for each hostage held at the end of the game (including new hostages). The game ends when all U.S. units have been killed, captured, or +2 for each American commando or crewman killed. left the map. At that time, both players determine victory points. The player with the higher number of points is the winner; the The Iranians get no victory points for hostages killed in battle or degree of “spread” determines the magnitude of the victory. Note, executed. though, it is possible for both players to lose in absolute terms. If Neither player gets victory points for Iranian units killed. the American player frees half the hostages but the other half are killed, neither player can be said to have won much of a victory. The American player has mounted a very successful operation if he scores 400 or more points (500 would be perfect). American victory points: 250-399 indicates a marginally successful mission. +10 for each hostage rescued. Under 250 indicates failure. -2 for each hostage killed. Under 100 is a disastrous failure. -2 for each commando or crewman killed. -10 for each commando or crewman captured. If the Iranian player scores more than 500 points, his position is better than it was before the raid. Wounded soldiers and crewmen do not affect victory. 400 or more victory points indicates a very successful defense. 250-399 points indicates a marginally successful defense. Iranian victory points: Under 250 points indicates a loss of face. 100 or fewer points represents total humiliation in the eyes of the world.

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18. CHARTS AND TABLES

Table 1: Entry By Stealth – Roll 2 Dice Table 4: Iranian Reinforcements – Roll 2 Dice 1-5 men entered that turn: 3 or better 2 15 men in any street area

6-10 men entered that turn: 4 or better 3 10 men in any street area

11-15 men entered that turn: 5 or better 4 5 men in any street area

16-20 men entered that turn: 6 or better 5 One mob in any street area Reinforcements which 21-30 men entered that turn: 8 or better appear in “any street 6 10 men at main gate (Street 12) area” may be placed 31-40 men entered that turn: 10 or better in any street the 7 No reinforcements Iranian player wishes. 41 or more men entered that turn: 11 or better However, they may 8 One mob at main gate (Street 12) only enter the

compound through Entry by Stealth Modifications: 9 5 men at rear gate (Street 1) gates or breaches. -2 If .50 Caliber machine gun brought in by stealth this turn. 10 10 men at rear gate (Street 1) -1 For each Mortar brought in by stealth this turn. -4 If there are any Sentries in any area entered this turn. 11 One mob at rear gate (Street 1) If the U.S. player misses his roll (i.e. rolls less than the number specified), all Iranian sentries are immediately alerted. If the sentries 12 Two mobs in any street area have previously been alerted, there is no further need to use this table.

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Table 2: RANGED COMBAT – Roll 1 Die Table 3: CLOSE ATTACK – Roll 1 Die Number of units firing (plus strength of Special Weapons) Ratio of attacker’s strength to defender’s strength Die Die 1-2 3-5 6-10 11-15 16-20 21-30 31+ 1-3 1-2 1-1 2-1 3-1 4-1 + Roll Roll

-4 NE NE NE NE NE -1 -2 1 X/NE X/NE -10/NE -5/-1 -3/-5 -3/-5

-3 NE NE NE NE NE -1 -2 2 X/NE X/-1 -5/-2 -2/-2 -2/-5 -2/-10

-2 NE NE NE NE -1 -1 -4 3 X/-1 -2/-1 -2/-2 -1/-2 -1/-5 -2/-10

-1 NE NE NE NE -1 -2 -4 4 -2/-1 -2/-2 -1/-2 -1/-3 NE/-5 NE/X

0 NE NE NE -1 -1 -2 -4 5 -1/-1 -1/-2 -1/-5 NE/-5 NE/X NE/X

1 NE NE -1 -1 -2 -4 -6 6+ -1/-1 -1/-2 NE/X NE/X NE/X NE/X

2 NE -1 -1 -2 -4 -6 -8 The result to the LEFT of the slash (/) is applied to the attacker. The result to the RIGHT of the slash (/) is applied to the defender. 3 -1 -1 -2 -4 -6 -8 -10

4 -1 -2 -2 -6 -8 -10 X

5 -1 -3 -4 -8 -10 X X

6+ -2 -4 -6 -12 X X X

Ranged combat within a building counts as only 10 men firing, even if more than 10 actually attack. See Section 7.6.

Modifications: Apply these modifications to ALL combats (ranged OR close)

-2 Iranian player attacks

-2 Defenders in Woods, Building or Roof Area

-1 Defenders are above ALL attacking units

+3 Iranian defenders and NONE have yet been alerted (but see “Quiet Attack” modifier, below)

-2 “Quiet Attack” attempted against unalerted Iranian Sentries (supercedes the +3 modifier, above)

+1 Add only to U.S. attacking combat die rolls if Iranians have executed any hostages

All modifications are cumulative. For example, if the Iranian player attacks a U.S. unit in the woods, subtract 4 from his roll! A modified die roll of more than 6 counts as 6.

Meaning of symbols (for both combat tables): “NE” means there is no effect on the units attacked. “X” means that all units attacked are eliminated. If a number is shown, the attacker/defender loses that many units – but never more than the number of units he has in the area. Remove all eliminated units from play.

Half of the U.S. Troops eliminated by any combat (round down) are considered wounded, and are shown by a hostage counter (see Section 12.3).

For effects of combat on noncombatants (hostages and wounded soldiers), see Sections 7.7 and 12.1.

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PLAYER AID SHEET

Game Turn 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

Hostage Counters # Hostages Wounded Air Crew U.S. Option #: ______Iranian Option #: ______1

2 Iranian Sentries Alerted on Turn #: ______(Reinforcements begin 10th turn after alert) (Hostages can be taken out of compound 10th turn after alert) 3

Iranian Reinforcements Begin on Turn #: ______4 (Roll twice for reinforcements when helicopters hovering)

5 Hostages Killed/Executed: ______

6 ______(Executing hostages causes Commando "outrage" +1)

7 Commandos/Crew Killed: ______

8 ______

9 Satchel Charges Used: ______

10

U.S. Helicopter Chart

Helicopter Scheduled Called on Arrival Total Turns Hovering Disabled Out of Hits # Arrival Turn Turn # Turn # (max=10) (Y/N) Play (Y/N) 1 2 3 4 5 6 7 8

VP's Total Iranian VP VP's Total US VP Schedule # # Each Pts Schedule Each Pts Hostages Rescued +10 Hostages Held +10 Hostages Killed -2 Commando/Crew +2 Command/Crew Killed Killed -2 Command/Crew Captured Total Points -10 Total Points

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19. ABOUT THIS GAME Game Balance

RAID ON IRAN is a fairly well-balanced game. Assuming equal “It was risky and we knew it, but it had a good chance of success expertise on the part of the players, the victory conditions give and America had the courage to try.” them an equal chance to win. As in the actual mission, of course, luck is an important factor. The number of die rolls in the game - Admiral James L. Holloway, III, USN (Ret.) means that luck ought to “average out” – but a bad roll at a crucial - Chairman, Special Operations Review Group moment can force a player to re-think his whole plan. - Rescue Mission Report, August 1980 Fortunately, it was possible to achieve this balance without distorting reality a great deal. Once tentative combat values had been assigned to all units, and CRTs drafted, it was found that a I suppose RAID ON IRAN is something of a political statement. force of about 120 militants made for a balanced game. Since this When I first heard about the rescue attempt, I was proud – as an number falls close to the best estimates of their strength, we went American – that we had finally done something. And I was with it. grieved that we had failed, and that eight of our men had died Obviously, balance will be affected by the players’ choices of trying. But I was also very curious. Could the raid have special advantages. This was intentional. There are enough succeeded if it had gone in? combinations of special advantages to allow players to run through That’s exactly the kind of question that a simulation game is dozens of games without getting “stale”. Even so, they do not supposed to answer… so I got to work. Now, six months later, I exhaust the possibilities in a special operation of this type. think I have my answer – the same one the mission planners had. The “Sauce for the Goose” scenario is very loosely balanced. It was terribly risky… but it could have worked. They thought it If Khomeini is found quickly, the U.S. player should win; if he was worth trying. For the record, so do I. remains concealed very long, the Iranian should win. It’s a fifteen RAID ON IRAN then, is a wargame about a mission that might minute diversion rather than a serious simulation. have succeeded… a look at “alternate history.” And in its small way, it’s a tribute to the eight crewmen who gave their lives in Iran. Optional Rules This is probably a good point to mention the scholarship fund The serious wargamer will quickly add his own interpretations set up by the rescue team members for the children of those eight and rules to any game he likes. Three suggestions for optional men. Contributions can be sent to the Colonel Arthur D. Simons RAID ON IRAN rules: Memorial Fund, c/o Lt. Gen. Leroy J. Manor, 507 Magnolia Court, (1) Hidden movement. Allow the U.S. player to keep each of Destin, FL 32541. Part of the income from RAID ON IRAN will go to that fund. I think it’s a very good cause. his units face down until it is first fired on by Iranian units. (2) What if some of the helicopters had malfunctioned before

the assault? Can the American player make it if he starts with Research seven helicopters? Six? The biggest hurdle to be crossed in designing RAID ON IRAN (3) The helicopters might have carried heavier weapons or was this: Just what was supposed to happen, and what really did even miniguns. A minigun would decrease the passenger happen? A good deal of this is still highly classified. The problem capability of a helicopter by at least 5, due to its ammunition was to get enough information to design a decent simulation – requirements, but could fire with even more effectiveness than the without compromising any further rescue attempt. (The idea of a .50-caliber machine gun. If the U.S. player has even one minigun, security leak through a wargame may sound funny – but stranger the game will be unbalanced unless the Iranian force is greatly things have happened.) increased. In many cases, a careful sifting of journalistic accounts provided adequate information – data already in the public Hints for Play domain. In other cases, exact information proved to be unnecessary. (Exact details of the commandos’ training and American Tactics: The American player’s chief advantage is armaments, for example, proved to be unneeded in the final surprise. He must use it. If he fails to act decisively to secure his combat system.) And in a few cases, we deliberately fudged hostages and escape route, he will be overwhelmed. things a little bit – just in case. The “area movement” system, for example, is very playable and gives good results. But the final There is no “best” type of entry; each of the three methods reason for choosing it was the fact that the U.S. government has its advantages. In most cases, combining two types of entry, considers embassy layouts and floor plans to be classified. We or even all three, will prove profitable. The longer it is before the could have gone with a much more precise map; we chose to Iranians are alerted, the better! The U.S. player will only have a abstract it instead. (Granted, the Iranians already know what the few chances to fire at unalerted units with his +3 die roll embassy looks like. But we’re not in the business of telling the advantage; he should make the most of them. If the Iranian puts government what to de-classify.) There are a couple of other hostages on the first floor of a building – or if the first floor is examples, which I won’t go into for obvious reasons. occupied only by dummies – the U.S. player may get to attack hostage guards before they’re alerted! On the whole, I feel this is a good general simulation of the rescue attempt. Precise details – no. A good guide to the course Once the hostages have been secured, the American player of the action, pointing out logical tactics for both sides – yes. must secure a helicopter landing area and get out. Always try to

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have a back-up helicopter available; a takeoff malfunction at the training continued for the next five months. On April 16, the Joint wrong time can lead to disaster. Chiefs of Staff and President Carter approved a mission plan to be executed beginning April 24. Iranian Tactics: The Iranian player begins in a very bad position: he does not know where most of his units are, he can The mission was to begin with the liftoff of eight giant helicopters move none of his units, and he must wait to respond to the from the aircraft carrier Nimitz, were they had been held in American attack. The longer the game runs, the more the balance readiness for months. From the carrier’s post in the Arabian Sea, swings to the Iranian side. the helicopters faced a night journey of nearly 600 nautical miles. If the American player does not immediately recapture all the Their first destination was a spot in Iran’s Great Salt Desert, code hostages, the Iranian should try to get his remaining prisoners out named “Desert One”. It was here that the helicopters would of the embassy as soon as the rules allow. Often this is best rendezvous with six C–130 transports. Flying by a long and accomplished by dividing them into small groups, each with one or indirect route, the C–130s would bring fuel, equipment, and the two militants as escorts. Once the hostage guards are alerted, the commando team that would make the actual ground assault. Iranian can also put down “dummy” hostage counters with no hostages in them, to further confuse the rescuers. After refueling, the helicopters were to take the commandos to a spot in the mountains near Tehran. The C-130s would head for a When the helicopters land, the Iranian player should do his second desert base, somewhere in Western Iran. best to cripple them. A few damaged helicopters will make a U.S. victory almost impossible. During the daylight hours, the commandos would enter Tehran by ground transportation. The actual assault on the embassy would Just as in the actual situation, the Iranians can benefit more have taken place some 24 hours after the landing at desert one. by threatening to shoot the hostages than by actually harming With the hostages safely in American hands, the helicopters would them. Dead hostages are worth nothing to the Iranian player, and land within the embassy grounds and “extract” all Americans. give ht U.S. a further military advantage. But the threat to kill them may force the American player to be more cautious. The helicopters would then have joined the C–130s at the second desert base, and all American aircraft and personnel would have On problem the Iranian can do little about is his lack of left Iran. “command control”. He doesn’t know where all his units are stationed; he can’t alert them easily; they may shoot hostages The original entry into Iranian airspace was to depend on stealth. without orders, refuse to shoot them when ordered to do so, or (In fact it appears that the Iranian forces had no inkling that even surrender to the Americans! American aircraft had been in the area until the U.S. announcement was made the next day). For the escape from the embassy, air cover would have been necessary in case the Iranian Air Force managed to scramble any of its U.S.-built jets. For Components obvious reasons, details of the planned air cover could have not The components of RAID ON IRAN represent an experiment. been made public. Certainly the United States could have put well By producing the map/rules/etc. in one sheet, and leaving the over hundred jet fighters into the Iranians skies. AC-130 modified rules and counter cutting to the purchaser, we were able to afford transports, heavily equipped for air to ground attack, might also more and better components than other games in the same price have been available for close support during the extraction. For range. Your comments on this would be appreciated. now, this aspect of the rescue plan must remain speculative. I hope you find RAID ON IRAN as interesting to play as I found it to design. The Commandos -Steve Jackson The United States assault team consisted of 90 men, volunteers from all branches of the service. They had been in training for this specific mission for 5 ½ months-since a few days after the 20. HISTORICAL NOTES embassy was first taken. They were armed with a great variety of weapons. An observer on the scene no doubt would have seen M- 16 automatic rifles, M-60 light machine guns, Uzi submachine guns, grenade launchers with a great variety of grenades, light Background antitank weapons, and various silenced and non-lethal weapons. On November 4, 1979, a large group of Iranian “students” Advanced Communications Equipment and night vision gear are stormed the American embassy in Teheran, the capital of Iran. also in near certainty. The rescue team was in all respects an elite Essentially the whole embassy staff was taken hostage. Within the unit. next few weeks, those hostages who were not American citizens, and a few Americans, were released. The others, numbering 53 American citizens, remained and present; negotiations for their The Infiltrators release lead nowhere. On the date of the attempted rescue, the Iranians still held 53 hostages; 50 within the embassy grounds, The commandos would have been assisted by a large group of and three in the Iranian foreign ministry. agents already in place-CIA and Special Forces men, and Iranians not in sympathy with Khomeini. While these men might have participated in the assault, it is far likelier that they would have been responsible for diversion area tactics elsewhere, providing The Rescue Plan ground getaway and hiding places if needed, and surveillance from Planning for a rescue mission began almost immediately after the the tall buildings overlooking the compound. Infiltrators would embassy was first seized, though it ministrations spokesman probably also have been responsible for the rescue of the three deliberately played down the “military option”. Planning and hostages held at the Foreign Ministry.

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The Helicopters The Mobs Eight RH–53D helicopters were used in the mission. The R.H. – 53 The ordinary Iranian populace - many of whom have been D he’s a special purpose of variant of the Sikorsky “Sea Stallion” - conditioned to hate everything American - could probably fill the the largest American made helicopter. About 74 feet long, with an streets of Tehran in an hour, armed with antique firearms, swords, empty weight of better than 16 tons and as top speed of nearly and rocks. As combat units, they would be effective only in mass. 200 miles per hour and a range of well over 1000 miles. It requires three crewmen (not including door gunners). In some configurations it can carry over 15 men; for the rescue mission, a The Outcome load of some 30 men per helicopter seems more likely. The American Force never made it past Desert One. Of the eight The Sea Stallion is generally considered for more reliable than its helicopters flying in, one (number six) malfunctioned some 2 hours performance on the rescue mission would seem to indicate. The after leaving the Nimitz. The crew landed, verified the helicopters mechanical difficulties may have been largely due to malfunction, an abandoned the aircraft. They were picked up by inadequate maintenance while on the Nimitz-and the sheer bad another of the helicopters. Some 2 hours later, helicopter five luck. experienced a failure of several navigational instruments while flying through a dust cloud. Its pilot turned around and returned to the Nimitz. The Embassy Compound After landing at desert one, helicopter two was founded to be The American embassy in Tehran is not a single building, but a 27 suffering from a hydraulic failure which could not be repaired with acre enclave near the heart the city. Its eastern side is park like, the time and materials available. This brought the number of with few buildings. Its western side is more heavily built up. (The operational helicopters down to five - one of fewer than the embassy grounds are not actually rectangular in shape; they are a mission planners had felt necessary. Advised of this by radio, sort of reversed L shape. The areas on the east side of the map or President Carter ordered the mission terminated. smaller to represent this properly.) The 50 hostages at the embassy were thought to be divided between Residence and the Chancellery. A wall 10 to 12 feet high completely surrounds the embassy. While not un-climbable, it would probably defeat the untrained intruder.

The Militants The “students” who occupy the embassy acknowledge no authority except the spiritual leadership (whenever that may mean) of the Ayatollah Khomeini. They appear to be devout Shiite Muslim and the fanatical the anti American. They are organized in a paramilitary fashion. Observers have described them as disorganized (though no more so than the rest of Iranian Society at present) but with good morale. Estimates of their numbers have ranged from under 90 to 150. The militants are armed with a variety of weapons (which they have been eager to display to newsmen), including AK–47s, West German G–3 automatic rifles, Uzis, and M-3 grease guns. The firepower and range of the average militant would theoretically be greater than that of an M-16 armed commando, and their Shiite beliefs would encourage them to welcome death in battle. However, their training and discipline would be greatly inferior to that of even an ordinary military unit.

The Iranian Military The Iranian army and Air Force have lost much of their leadership in recent months, but still remain viable fighting forces - as witness the Iran-Iraq conflict that began in September 1980. Still, they would probably have been incapable of acting quickly enough to affect the raiders. None of Iran’s F-4 Phantoms are night equipped. Although there are several military/police installations within 82 kilometer radius of the embassy, the United States planners believe that effective ground reaction would also be too slow to catch the commandos. Again, diversions were almost certain to be arranged.

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